You know, I was all-in on being critical of this for looking overly polished, but its exactly what I'd expect for a prototype jam, just a way higher calibre than I was expecting across the board!
Remco covered the main thing below, which is this is clearly the sort of dumb, ridiculous, off-the-wall idea that you probably couldn't justify spending project time on in a real professional setting, and the result is exactly why doing this stuff whenever you can between projects is important. There's something awesome in this, even if I don't know exactly what it is yet.
Let's be clear - this isn't much fun to play right now, and that's fine! Because it's incredibly fun to think about. What could we do with this idea? Where could we take it? What could it become?
Legs are about traversal, but they're hilarious in a design sense because technically they're totally inefficient. They fall, they break ... and that's juxtaposed with tank treads, which are literally designed for uneven terrain. I'd love to see this combat in an open field with loads of hills and bumps and streams and rocks ... the stuff tanks are designed to deal with and legs are not!
Tanks are also about weird steering! Tanks normally have independent track controls. But if you had independent leg controls, you'd end up with something like QWOP. QWOP with tanks?
I'm hopeful that we'll run these jams again after Block B and again after Block C, and I'd love to see a couple people pick this idea up and run with it in the next one, get some different ideas going.